在 Visual Studio 2005 中使用 nFringe 调试 UDK

发布于 2024-11-16 04:05:22 字数 542 浏览 3 评论 0原文

这是一个相当小众的问题,所以我并不期望得到巨大的回应...

基本上,我正在通过遵循一些教程来学习如何使用 UDK,即这个:

http://forums.epicgames.com/showthread.php?p=27043379#post27043379

到目前为止,一切进展顺利。我遇到的唯一真正的难题是使用这个 nFringe 插件让一切在 Visual Studio 2005 中正常工作。很长一段时间,根本无法让他们工作。我已经学习了本教程的两到三章,并且我已经设法使用 Visual Studio 来编辑代码,但我无法在 VS 中构建脚本;我必须转到 UDK 前端才能做到这一点。更糟糕的是,我只能真正使用 unrealscripts 中的 Log 命令来调试任何内容。

所以我的问题是:是否可以配置这些工具,让我可以在 VS 中放置断点,并在测试游戏时捕获它们?我感觉好像我没有正确设置某些东西。

This is a pretty niche question, so I am not expecting a huge response...

Basically, I am learning how to use the UDK by following some tutorials, namely this one:

http://forums.epicgames.com/showthread.php?p=27043379#post27043379

So far everything is going pretty well. The only real hangup I've had is getting everything to work in Visual Studio 2005 using this nFringe plugin. For a long time, couldn't get them to work at all. I've gotten into two or three chapters of the tutorial, and I've managed to use Visual Studio to edit the code, but I can't build the scripts within VS; I have to go to UDK Frontend to do that. And worse still, I can only really use Log commands in the unrealscripts to debug anything.

So my question is this: is it even possible to configure these tools in a way that I can put breakpoints in VS and have them be caught when I test the game? I feel as though I don't have something setup correctly.

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追星践月 2024-11-23 04:05:22

是的,这是可能的。以下是一些可能对您有用的信息。

首先,您的 .sln 和 .ucproj 文件必须位于 Development/src 中。然后,在 Visual Studio 下,右键单击您的项目(解决方案资源管理器中的 .ucproj 文件)并打开其属性。

您必须在常规选项卡下设置:

  • 目标游戏:UnrealEngine 3 Mod
  • UCC 路径:..\Binaries\Win32\UDK.exe
  • 参考源路径:..\Src

在构建选项卡下:

  • “构建调试脚本”

选中 调试选项卡:

  • 启动游戏可执行文件: ....\Binaries\Win32\UDK.exe
  • 启动时加载映射:启动映射的名称,不带路径或扩展名
  • 以指定的游戏类型启动:将用于您的 GameInfo 类模,即。 MyMod.MyGameInfo
  • 可以选中“禁用启动电影”以在启动时赢得时间
  • 必须选中“启用未发布的模组”。

在命令行中,参数 -vadebug 指定将启用断点。

之后,您必须能够从 Visual 构建脚本,并按 F5 启动游戏。

断点应该可以工作,但不能将它们放在变量声明中,必须将它们放在函数调用、赋值或条件语句中。

希望这会有所帮助。

Yes it is possible. Here are some info which might be useful to you.

First, both your .sln and your .ucproj files must be located in Development/src. Then, under visual studio, right-click your project (.ucproj file in the solution explorer) and open its properties.

You must set, under the General tab:

  • Target Game: UnrealEngine 3 Mod
  • UCC Path: ....\Binaries\Win32\UDK.exe
  • Reference Source Path: ..\Src

Under the Build tab:

  • check "Build debug scripts"

Under the Debug tab:

  • Start Game Executable: ....\Binaries\Win32\UDK.exe
  • Load map at startup: the name of your startup map, without path nor extension
  • Start with the specified game type: put your GameInfo class used for your mod, ie. MyMod.MyGameInfo
  • Disable startup movies can be checked to gain time at launch
  • Enable unpublished mods must be checked.

In your command line, the parameter -vadebug specifies that the breakpoints will be enabled.

After that, you must be able to build your script from Visual, and launch your game by pressing F5.

Breakpoints should work but you can't put them on a variable declaration, you have to put them on a function call, an assignment or a condition statement.

Hope this will help.

素年丶 2024-11-23 04:05:22

我还没有尝试过使用断点,但我知道可以使用 nfringe 和 Visual Studio 进行构建。您需要添加一行来

udk game / config / udk engine .ini 

搜索

编辑包,

就像这样,然后您将看到一个像这样的块

EditPackagesInPath=....\Development\Src
EditPackages=核心
EditPackages=引擎
EditPackages=GFxUI
EditPackages=GameFramework
EditPackages=UnrealEd
EditPackages=GFxUIEditor
EditPackages=IpDrv
EditPackages=OnlineSubsystemPC
EditPackages=OnlineSubsystemGameSpy
EditPackages=OnlineSubsystemLive
EditPackages=OnlineSubsystemSteamworks

然后添加您自己的行,指向一个名为您想要的任何名称的文件夹,但请确保其中有一个名为 Classes 的文件夹,并且它包含您想要在其中编译的 uc 文件,

ModEditPackages=MyTestProject

如果您使用该行,那么您就知道了 udk您的 development/src 文件夹中有一个名为

MyTestProject 的

文件夹,并且您希望它编译其中的所有内容

I havnt tried using breakpoints yet but I know its possable to build with nfringe and visual studio . You need to add a line to the

udk game / config / udk engine .ini 

search for

editpackages

exactly like that , then youll see a block like this

EditPackagesInPath=....\Development\Src
EditPackages=Core
EditPackages=Engine
EditPackages=GFxUI
EditPackages=GameFramework
EditPackages=UnrealEd
EditPackages=GFxUIEditor
EditPackages=IpDrv
EditPackages=OnlineSubsystemPC
EditPackages=OnlineSubsystemGameSpy
EditPackages=OnlineSubsystemLive
EditPackages=OnlineSubsystemSteamworks

then add your own line pointing to a folder named what ever you want but make sure it has a folder in it named Classes and it has the uc files you wnat to compile in it

ModEditPackages=MyTestProject

if you used that line then you are tellign udk you have a folder named

MyTestProject

located in your development/src folder and you want it to compile everything in there

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